Yeah, I think that it looks for exact mana cost not for CMC, too. But I like it.
The Cards seem all very believeable, the RW one wont see much play imho, 3 colored mana = too much. The green LD might see some play, however.
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Sometimes those with the most sin cast the first stones.
Firehawk, I don't think we're going to get confirmation on what "guild mana" looks like on a card until someone sees a printed card. Any information coming out at this stage is going to be in text form - on spoiler sheets, emails, passed on in chats, etc. The physical cards are probably being printed right now, so in the next little while we might be able to find out what "guild mana" looks like - the jury is still out on that. When you said "none of the truly confirmed cards have the split mana cost" I thought you were saying that we don't have any cards with guild mana yet, when we actually have 4 (the guildmages).
Isn't it REALLY early to confirm cards we don't have text or names for? Not being a jerk, but the cards here are specific. Those guildmages are just a concept w/ no specifics at this point to us reading the forums.
That "mutate" mechanic looks very interesting... Very versatile cards... They're almost like copies 5-8 of cards you have in the deck, really good for combo decks...
Never mind what the cards do... Think of what the cards can search for in your deck... I think that's pretty sweet... I mean, Akroma's Blessing was rarely casted in Slide decks of the past, but were used because they cycle for cheap... These mutating cards could very well act as combo piece finders for decks...
interesting cards, with the green one being the most playable outside of limited & block... what intrigues me the most is the mutate mechanic and the cycles of lands... if they do common lands, what will they be? Invasion-style colored lands? Filter Lands (not as powerful as the odyssey rare filter lands)? And with the rare ones being duals, will it be allied or all of em? will they even be "duals" or just lands that can produce 2 colors in some strange way?
and with mutate, it will be interesting to see the way it is handled... if its cmc, get ready for a powerful mechanic... if exact mana cost, it will still be good, but try to use one with the mana cost :1mana::symb::symb::symr:... of course they will test it to make sure it is usable, adn not crap like the mana cost i used as an example unless you actually can find more than two cards with it...
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Perhaps what you`d see at common level, where the choices to get cards are easy (there could be lots of GR cards in this set)
Pikachu`s Revenge GR
Sorcery
Target Creature gets +2/+2 until end of turn.
Mutate - GR (Pay GR, Discard this card: Then search your deck for a card with the same mana cost as this card, including mana colors, and put it into your hand)
Its mental magic all over again. Once again this ability does reward color pairs quite nicely (As i expect strongly it will count the same colored mana costs when you search). So if your deck plays GR, you will be rewarded for sticking more GR cards in it. Subtle, yet genious. And its akin to Cycling, which is my fav mechanic of all time.
hrmm mutate, now what flavor does that have at all with rav? o well i guess its one of those flavorless mechanics. These new spells are cool and all but none really go omg first pick me in a draft, except that elemental guy, but who knows if he is a common or not.
Sounds like there will be a lot of shuffling going on in Ravnica, between Mutate and the inevitable color fixers, but Mutate sounds wonderful. I'm a Mental Magic freak, and this is definately remniscent.
Flame-??? Zealot: Good, but I never heard of a R/W beatdown deck.
There have been some here and there (R&D's white weenie splashing for Goblin Trenches comes to mind), but none really Tier 1.
Anyway, thanks for the info! "Bleed" cards seem very cool. Nice to see we'll probably be getting a lot of old Invasion-feel, but with some neat twists.
Wonder if Wizards will make artifacts with this "bleed"-ability, or would that be too much like the Sunburst-ability? Maybe we will see some card like this:
~name~
3
Artifact
If any U was spent to play this spell, creatures you control gains flying.
Thanks RE and thanks to your source for these cards. Spoiling is a solid 4cc green landD spell with an ability which fits perfectly into BG control decks(my vote is uncommon). Zealot is an interesting but overall unimpressive creature(probably still uncommon though). and peel is a useful combat trick which becomes even better with 187 abilities(it feels like a common).
the bleed spells are looking cool, I'm not a big fan of green but I'd draft that one pretty high. the elemental berserker guy looks pretty cool but is, I think, the weakest of the three (mind you, he's still not bad). oh the uses for peel! I like blue utility, I like blue decks that needs little to no counters. I like Peel, I hope it's common. mutate, come on more info! this sounds cool. I think there will be few artifacts and I hope that what we do get will contain some mana exceleration to help non green decks keep up with the stupid speed that green will have with two one drop mana critters (birds and elves) as well as the 4 two drops: utopia tree, rampent growth, STE, and summer bloom, not to mention kodama's reach at 3. Green will be dropping fatties FAST in the new standard I just hope the other colors can keep up, and Ravnica is where the answers need to be or us non-green mages are DOOMED! DOWN WITH GREEN! END THE OPPRESSION!. . . huff, huff. . . ok enough of that.
wait a second,
turn one: land, birds
turn two: land, elves, bloom for two lands
turn three: minimum 6 mana to use
or
turn 1: land, elves
T2: land, STE (sac for land), birds
T3: land, Six mana again!
let's see what can a deck do with 6 mana on turn 3? EEP! it can WIN!
are the other colors going to be able to handle that? throw in a little card draw and green is gonna be nuts. dang it! HELP! GREEN IS KILLING ME!
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Favorite Decks of All Time (chronological order): W Mangara's Lion WBRG Kills Bugs Dead UR Stitching Machine WR Toolbox of the Sun BUG Bad Choices Gifts WUR When Cogs Attack! URW Big Brother bounce WU Phasing Doesn't Suck! (that much) BU Funeral March Control (RIP-rules update fatality) WB Seraph and Sengir Love Ferral's Mantle
Uhh obviously you don't bounce their guy that has damage on him, you bounce some fatty that will make him waste his entire turn replaying it.
No kidding! That card is going to be fun! Bounce my utility creature that blocked your guy before damage goes on the stack. At the same time bounce some other creature that would be doing a lot of damage do you. It's almost like a fog for two creatures. Or a Tangle.
That land destruction spell looks common to me. I mean an overcosted Winter's Grasp? It is similar to Rancid Earth and that was a common. It'll be good but not too good. It'll seem really counterproductive in a lot of green black decks as it is since a lot of their guys have 1 toughness. Sometimes you can't get around that "Advantage" because you HAVE to spend black mana.
OK WAIT, Dual lands such as Taiga? Savannah? Plateau? Bayou?!
yes - could you please explain this further. do you mean 'THE duals', or do you mean the obligatory cycle of friendly color producing lands that all sets seem to have. (except mirrodin where we got talismans)
He doesn't mean THE dual lands. Those will simply not be reprinted in a set, ever, ever, ever. Seriously, that shouldn't need to be said.
BUT, considering that this is a multicolor set, we should get either a good set of lands, or an uncommon and playable one. I don't know if they'd be able to compete with the painlands in 9th, but... well, we shall see.
I wonder what the obligatory common land cycle will be?
I'm in favor of bringing back the Fetch Lands as they hinted at not too long ago. (well I took it as a hint ;))
Onslaught Block Fetchlands could be one of the cycles of lands. We have depletion lands... we have cip tapped....pain.... Maybe something similar to the swamp lands from Odessey block. "If you control an Island this has t Add U to your pool. If you control a plains this has t add W to your pool. If you control an Island and a Plains this has 1, t Add WU to your pool."
turn one: land, birds
turn two: land, elves, bloom for two lands
turn three: minimum 6 mana to use
or
turn 1: land, elves
T2: land, STE (sac for land), birds
T3: land, Six mana again!
let's see what can a deck do with 6 mana on turn 3? EEP! it can WIN!
are the other colors going to be able to handle that? throw in a little card draw and green is gonna be nuts. dang it! HELP! GREEN IS KILLING ME!
Getting 6 mana on turn 3 is possible even now - with just commons from Kamigawa block:
T1: Forest, Sacura-Tribe Scout (T: Put a land card from your hand to play)
T2: Land, Tap Scout for a land, Kodama's Reach. (4 lands in play)
T3: Land, Tap Scout for a land - 6 mana on turn 3.
With Llanowar Elves and BoP available the number of possibilities will increase to make such a scenario almost guaranteed. The only thing is to find a 6-mana spell winning the game right there and then
wow very interesting. I like that Spoiling card...hope the name is changed.....I wonder how many cards will have that affect of if you played a certain mana color do this aswell...
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:iagree: Even the mightiest Jitte falls to a Disenchant:iagree:
The G/B one is the most exciting to me and it isn't game breaking by any standards.
GOGO RAV! I hope it is balanced like the last block, so we see some of These, not THESE
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"But then are we most in order when we are most out of order."-Jack Cade
"That is not dead which can eternal lie, And with strange aeons even death may die."
- H.P. Lovecraft
Not really. Curfew doesn't let you target. This is better in combat.
Sitch:
Player A Attacks with Scaled Wurm and Rootbreaker Wurm.
Player B blocks Scaled Wurm with Llanowar Elves and before damage goes on the stack but after blockers Player B Peels out. He bounces Llanowar Elves and bounces Roootbreaker Wurm. End result, you take no damage. You save your Llanowar Elves and your opponent now has a huge casting cost creature in his hand that he has to recast.
Vs Curfew:
Player A Attacks with Scaled Wurm and Rootbreaker Wurm.
Player B blocks Scaled Wurm with Llanowar Eleves but before damage after blockers, he plays Curfew. He bounces Llanowar Elves, Player A Chooses to bounce his Trained Armodon. You take damage. He replays Trained Armodon. You = Screwed.
Granted it won't win you the game but it is a good combat trick. Especially if you are blocking that scaled wurm with a Viridian Shaman, Eternal Witness, Merchant of Secrets, Nekrataal.... Ooh Nekrataal!
as for the cards.. i kind of like spoiling.. i hope theres more cards like that.. the zealot is good in a white weenie deck splashed with red, and the blue card is weird.. maybe theres some cards that let you gain control of other people's stuff in RAV? just a thought..
once again thanx for the info.. all RAV info is appreciated by us all
lol i really shouldnt post at like 3 in the morning.. i read that blue card absolutely wrong.. now that i re-read it, it looks like a really good blue card.. especially if its a common.. you can bounce a creature of yours that might die, and bounce a really big casting cost guy.. give you a really big advantage.. i like it
as for the mutate thing, its very interesting.. i wouldnt mind discarding a card to tutor for something else.. i can see a few decks built around this.. depending on what the cards look like of course
T: Add 1 to your mana pool.
R: add W to your mana pool. Play this ability only if ~this~ is untapped.
W: add R to your mana pool. Play this ability only if ~this~ is untapped.
Land - Guildhall
~This~ comes into play tapped.
T: add RW to your mana pool.
Whenever another Guildhall comes into play under your control, sacrifice ~this~.
As ~this~ comes into play, you may put a ~counter~ on it.
T: Add R to your mana pool and put a ~counter~ on ~this~. Play this ability only if there are no ~counters~ on ~this~.
T, remove a ~counter~ from this: Add W to your mana pool.
T: Add R to your mana pool. Play this ability only if you control a white permanent.
T: Add W to your mana pool. Play this ability only if you control a red permanent.
T: Add 1 to your mana pool.
T: Add RW to your mana pool. Play this ability only if you control no other lands. (or fewer than some amount)
When ~this~ comes into play, you can't play lands until the end of your next turn.
T: Add R or W to your mana pool.
Land
T: Add 1 to your mana pool.
T: Add W to your mana pool. Play this ability only if you control an island.
T: Add U to your mana pool. Play this ability only if you control a plains.
or like ive previously posted in another thread somewhere:
land
As ~ comes into play, choose plains or island. ~ comes into play as a land of the chosen type.
Although this would probably work be better on mtgo than in physical magic, it would be a nice fetch-esque color fixer.
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The Cards seem all very believeable, the RW one wont see much play imho, 3 colored mana = too much. The green LD might see some play, however.
Isn't it REALLY early to confirm cards we don't have text or names for? Not being a jerk, but the cards here are specific. Those guildmages are just a concept w/ no specifics at this point to us reading the forums.
Current post- Grand Prix KC Modern Postmortem (7/7/13)
Never mind what the cards do... Think of what the cards can search for in your deck... I think that's pretty sweet... I mean, Akroma's Blessing was rarely casted in Slide decks of the past, but were used because they cycle for cheap... These mutating cards could very well act as combo piece finders for decks...
Flame-??? Zealot: Good, but I never heard of a R/W beatdown deck.
Peel from Reality: Not bad. Better than Curfew
As for this "mutate", I'll hold judgment until we get more info.
and with mutate, it will be interesting to see the way it is handled... if its cmc, get ready for a powerful mechanic... if exact mana cost, it will still be good, but try to use one with the mana cost :1mana::symb::symb::symr:... of course they will test it to make sure it is usable, adn not crap like the mana cost i used as an example unless you actually can find more than two cards with it...
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Perhaps what you`d see at common level, where the choices to get cards are easy (there could be lots of GR cards in this set)
Pikachu`s Revenge GR
Sorcery
Target Creature gets +2/+2 until end of turn.
Mutate - GR (Pay GR, Discard this card: Then search your deck for a card with the same mana cost as this card, including mana colors, and put it into your hand)
Its mental magic all over again. Once again this ability does reward color pairs quite nicely (As i expect strongly it will count the same colored mana costs when you search). So if your deck plays GR, you will be rewarded for sticking more GR cards in it. Subtle, yet genious. And its akin to Cycling, which is my fav mechanic of all time.
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OK WAIT, Dual lands such as Taiga? Savannah? Plateau? Bayou?!
Flamefist Guildhouse
Land - Guildhouse
T: Add to your mana pool.
T: Add or to your mana pool. This mana may be used only on Flamefist Guild-spells
Or instead or it simply produces {W/R}
(If the 4-3-3 is right, it would be a cycle of 4 in the first set)
Anyway, thanks for the info! "Bleed" cards seem very cool. Nice to see we'll probably be getting a lot of old Invasion-feel, but with some neat twists.
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~name~
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If any U was spent to play this spell, creatures you control gains flying.
Not very creative, but you get the point.
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wait a second,
turn one: land, birds
turn two: land, elves, bloom for two lands
turn three: minimum 6 mana to use
or
turn 1: land, elves
T2: land, STE (sac for land), birds
T3: land, Six mana again!
let's see what can a deck do with 6 mana on turn 3? EEP! it can WIN!
are the other colors going to be able to handle that? throw in a little card draw and green is gonna be nuts. dang it! HELP! GREEN IS KILLING ME!
W Mangara's Lion
WBRG Kills Bugs Dead
UR Stitching Machine
WR Toolbox of the Sun
BUG Bad Choices Gifts
WUR When Cogs Attack!
URW Big Brother bounce
WU Phasing Doesn't Suck! (that much)
BU Funeral March Control (RIP-rules update fatality)
WB Seraph and Sengir Love Ferral's Mantle
No kidding! That card is going to be fun! Bounce my utility creature that blocked your guy before damage goes on the stack. At the same time bounce some other creature that would be doing a lot of damage do you. It's almost like a fog for two creatures. Or a Tangle.
That land destruction spell looks common to me. I mean an overcosted Winter's Grasp? It is similar to Rancid Earth and that was a common. It'll be good but not too good. It'll seem really counterproductive in a lot of green black decks as it is since a lot of their guys have 1 toughness. Sometimes you can't get around that "Advantage" because you HAVE to spend black mana.
yes - could you please explain this further. do you mean 'THE duals', or do you mean the obligatory cycle of friendly color producing lands that all sets seem to have. (except mirrodin where we got talismans)
thanks
BUT, considering that this is a multicolor set, we should get either a good set of lands, or an uncommon and playable one. I don't know if they'd be able to compete with the painlands in 9th, but... well, we shall see.
I wonder what the obligatory common land cycle will be?
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Onslaught Block Fetchlands could be one of the cycles of lands. We have depletion lands... we have cip tapped....pain.... Maybe something similar to the swamp lands from Odessey block. "If you control an Island this has t Add U to your pool. If you control a plains this has t add W to your pool. If you control an Island and a Plains this has 1, t Add WU to your pool."
Getting 6 mana on turn 3 is possible even now - with just commons from Kamigawa block:
T1: Forest, Sacura-Tribe Scout (T: Put a land card from your hand to play)
T2: Land, Tap Scout for a land, Kodama's Reach. (4 lands in play)
T3: Land, Tap Scout for a land - 6 mana on turn 3.
With Llanowar Elves and BoP available the number of possibilities will increase to make such a scenario almost guaranteed. The only thing is to find a 6-mana spell winning the game right there and then
:iagree: Even the mightiest Jitte falls to a Disenchant:iagree:
GOGO RAV! I hope it is balanced like the last block, so we see some of These, not THESE
"That is not dead which can eternal lie, And with strange aeons even death may die."
- H.P. Lovecraft
Not really. Curfew doesn't let you target. This is better in combat.
Sitch:
Player A Attacks with Scaled Wurm and Rootbreaker Wurm.
Player B blocks Scaled Wurm with Llanowar Elves and before damage goes on the stack but after blockers Player B Peels out. He bounces Llanowar Elves and bounces Roootbreaker Wurm. End result, you take no damage. You save your Llanowar Elves and your opponent now has a huge casting cost creature in his hand that he has to recast.
Vs Curfew:
Player A Attacks with Scaled Wurm and Rootbreaker Wurm.
Player B blocks Scaled Wurm with Llanowar Eleves but before damage after blockers, he plays Curfew. He bounces Llanowar Elves, Player A Chooses to bounce his Trained Armodon. You take damage. He replays Trained Armodon. You = Screwed.
Granted it won't win you the game but it is a good combat trick. Especially if you are blocking that scaled wurm with a Viridian Shaman, Eternal Witness, Merchant of Secrets, Nekrataal.... Ooh Nekrataal!
Now I wish Peel was in 9th
lol i really shouldnt post at like 3 in the morning.. i read that blue card absolutely wrong.. now that i re-read it, it looks like a really good blue card.. especially if its a common.. you can bounce a creature of yours that might die, and bounce a really big casting cost guy.. give you a really big advantage.. i like it
as for the mutate thing, its very interesting.. i wouldnt mind discarding a card to tutor for something else.. i can see a few decks built around this.. depending on what the cards look like of course
T: Add 1 to your mana pool.
R: add W to your mana pool. Play this ability only if ~this~ is untapped.
W: add R to your mana pool. Play this ability only if ~this~ is untapped.
Land - Guildhall
~This~ comes into play tapped.
T: add RW to your mana pool.
Whenever another Guildhall comes into play under your control, sacrifice ~this~.
As ~this~ comes into play, you may put a ~counter~ on it.
T: Add R to your mana pool and put a ~counter~ on ~this~. Play this ability only if there are no ~counters~ on ~this~.
T, remove a ~counter~ from this: Add W to your mana pool.
T: Add R to your mana pool. Play this ability only if you control a white permanent.
T: Add W to your mana pool. Play this ability only if you control a red permanent.
T: Add 1 to your mana pool.
T: Add RW to your mana pool. Play this ability only if you control no other lands. (or fewer than some amount)
When ~this~ comes into play, you can't play lands until the end of your next turn.
T: Add R or W to your mana pool.
Land
T: Add 1 to your mana pool.
T: Add W to your mana pool. Play this ability only if you control an island.
T: Add U to your mana pool. Play this ability only if you control a plains.
or like ive previously posted in another thread somewhere:
land
As ~ comes into play, choose plains or island. ~ comes into play as a land of the chosen type.
Although this would probably work be better on mtgo than in physical magic, it would be a nice fetch-esque color fixer.